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fix: bug with not tracking limit of spawned players in custom roles - #585

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louis1706 merged 1 commit into
ExMod-Team:masterfrom
TiBarification:customroles-spawn-limit
Jul 8, 2025
Merged

fix: bug with not tracking limit of spawned players in custom roles#585
louis1706 merged 1 commit into
ExMod-Team:masterfrom
TiBarification:customroles-spawn-limit

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@TiBarification

@TiBarification TiBarification commented Jul 5, 2025

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Description

Describe the changes
Fixes bug with custom roles spawn system

What is the current behavior? (You can also link to an open issue here)
ignores limit for spawn

What is the new behavior? (if this is a feature change)
do not give custom role if limit was reached

Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)
no

Other information:


Types of changes

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to change)
  • Documentations

Submission checklist

  • I have checked the project can be compiled
  • I have tested my changes and it worked as expected

Patches (if there are any changes related to Harmony patches)

  • I have checked no IL patching errors in the console

Other

  • Still requires more testing

Copilot AI review requested due to automatic review settings July 5, 2025 15:28
@TiBarification TiBarification changed the title fixes bug with not tracking limit of spawned players fix: bug with not tracking limit of spawned players in custom roles Jul 5, 2025

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Pull Request Overview

This PR addresses a bug in the custom role spawn system by enforcing the configured player limit.

  • Added a check to skip role assignment once the spawn limit is reached.
  • Treated a limit of 0 as “unlimited” to maintain prior behavior.
Comments suppressed due to low confidence (2)

EXILED/Exiled.CustomRoles/API/Features/CustomRole.cs:927

  • There’s no test verifying that SpawnProperties.Limit is enforced correctly. Consider adding unit or integration tests to cover scenarios where the limit is reached and when it’s treated as unlimited (limit == 0).
            if (!IgnoreSpawnSystem && SpawnChance > 0 && !Check(ev.Player) && ev.Player.Role.Type == Role && Loader.Random.NextDouble() * 100 <= SpawnChance && (SpawnProperties.Limit == 0 || TrackedPlayers.Count < SpawnProperties.Limit))

EXILED/Exiled.CustomRoles/API/Features/CustomRole.cs:927

  • [nitpick] Using Limit == 0 to represent "unlimited" can be non-intuitive. You might consider using null or -1, or ensure the API docs clearly state that zero disables the limit check.
            if (!IgnoreSpawnSystem && SpawnChance > 0 && !Check(ev.Player) && ev.Player.Role.Type == Role && Loader.Random.NextDouble() * 100 <= SpawnChance && (SpawnProperties.Limit == 0 || TrackedPlayers.Count < SpawnProperties.Limit))

Comment on lines +927 to 930
if (!IgnoreSpawnSystem && SpawnChance > 0 && !Check(ev.Player) && ev.Player.Role.Type == Role && Loader.Random.NextDouble() * 100 <= SpawnChance && (SpawnProperties.Limit == 0 || TrackedPlayers.Count < SpawnProperties.Limit))
AddRole(ev.Player);
}

Copilot AI Jul 5, 2025

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[nitpick] This condition is becoming quite long and could be extracted into a well-named helper method (e.g. CanSpawnMorePlayers(ev.Player)) to improve readability and reduce complexity.

Suggested change
if (!IgnoreSpawnSystem && SpawnChance > 0 && !Check(ev.Player) && ev.Player.Role.Type == Role && Loader.Random.NextDouble() * 100 <= SpawnChance && (SpawnProperties.Limit == 0 || TrackedPlayers.Count < SpawnProperties.Limit))
AddRole(ev.Player);
}
if (CanSpawnMorePlayers(ev.Player))
AddRole(ev.Player);
}
private bool CanSpawnMorePlayers(Player player)
{
return !IgnoreSpawnSystem &&
SpawnChance > 0 &&
!Check(player) &&
player.Role.Type == Role &&
Loader.Random.NextDouble() * 100 <= SpawnChance &&
(SpawnProperties.Limit == 0 || TrackedPlayers.Count < SpawnProperties.Limit);
}

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@louis1706
louis1706 merged commit 7ea3ccc into ExMod-Team:master Jul 8, 2025
5 of 6 checks passed
louis1706 added a commit that referenced this pull request Jul 31, 2025
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3 participants